/Engine/Source/Editor/UnrealEd/Classes/Settings/EditorStyleSettings.h
Implements the Editor style settings.
class UEditorStyleSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
FLinearColor[6]
AdditionalSelectionColors
Additional colors used for selections with extra meaning
EAssetEditorOpe...
AssetEditorOpenLocation
New asset editor tabs will open at the specified location.
bool
bColorVisionDeficiencyCorrection
Shifts the color spectrum to the visible range based on the current ColorVisionDeficiencyPreviewType
bool
bColorVisionDeficiencyCorrectionPreviewWithDeficiency
If you're correcting the color deficiency, you can use this to visualize what the correction looks like with the deficiency.
uint32:  1
bEnableColorizedEditorTabs
Should editor tabs be colorized according to the asset type
bool
bEnableEditorWindowBackgroundColor
bool
bEnableHighDPIAwareness
Enables high dpi support in the editor which will adjust the scale of elements in the UI to account for high DPI monitors The editor must be restarted for changes to take effect.
bool
bEnableUserEditorLayoutManagement
Whether to enable the Editor UI Layout configuration tools for the user.
uint32: 1
bExpandConfigurationMenus
When enabled, the Editor Preferences and Project Settings menu items in the main menu will be expanded with sub-menus for each settings section.
uint32:  1
bShowAllAdvancedDetails
When enabled, the Advanced Details will always auto expand.
uint32: 1
bShowFriendlyNames
When enabled, the C++ names for properties and functions will be displayed in a format that is easier to read
uint32:  1
bShowHiddenPropertiesWhilePlaying
When Playing or Simulating, shows all properties (even non-visible and non-editable properties), if the object belongs to a simulating world.
uint32:  1
bShowLaunchMenus
When enabled, the Launch menu items will be shown.
uint32: 1
bShowNativeComponentNames
When enabled, the underlying Names for Components inherited from C++ will be shown alongside theirUPropertyVariable name
uint32:  1
bShowProjectMenus
When enabled, the project subsection of the File menu will be shown.
uint32:  1
bUseGrid
If true the material editor and blueprint editor will show a grid on it's background.
uint32: 1
bUseSmallToolBarIcons
Whether to use small toolbar icons without labels or not.
FLinearColor
CenterColor
The color used to represent the center lines in the grid
EColorVisionDef...
ColorVisionDeficiencyPreviewType
Applies a color vision deficiency filter to the entire editor
int32
ColorVisionDeficiencySeverity
FGuid
CurrentAppliedTheme
FLinearColor
EditorWindowBackgroundColor
The color used to tint the editor window backgrounds
FSlateBrush
GraphBackgroundBrush
Optional brush used for graph backgrounds
uint32
GridSnapSize
The custom grid snap size to use
FLinearColor
RegularColor
The color used to represent regular grid lines
FLinearColor
RuleColor
The color used to represent ruler lines in the grid
FLinearColor
SelectionColor
The color used to represent selection